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Thread: Monk Ideas

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  1. #1
    Player StingRay104's Avatar
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    Mar 2011
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    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    As a mnk I have always been upset when i see a nin endless attack. Why is it that nin can get their delay low enough to constantly attack but mnk can't? Mnk has always been about speed attacks equal big dmg, so we should have the fastest attack rate, I mean cmon our attacks are our hands which we all have and therefore would be more adapt with than a weapon like a sword/dagger/katana/etc. Other wise I love the concept of adding more guard and counter to mnk. To me it adds more to the martial arts master role that mnk is and should be, just like I'm all for adding more counter procs on sam's seigan/third eye, it just makes it feel more authentic with the fantasy of it all. As far as your chakra Idea, I love FFIX and Amarant was almost always in my pt for that reason, chakra ftw and I personally love the idea of makin it aoe, but perhaps we could find a more balancing way to do it, idk just speaking my mind on the thoughts.
    (1)

  2. #2
    Player Gokku's Avatar
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    Mar 2011
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    481
    Quote Originally Posted by StingRay104 View Post
    As a mnk I have always been upset when i see a nin endless attack. Why is it that nin can get their delay low enough to constantly attack but mnk can't? Mnk has always been about speed attacks equal big dmg, so we should have the fastest attack rate, I mean cmon our attacks are our hands which we all have and therefore would be more adapt with than a weapon like a sword/dagger/katana/etc. Other wise I love the concept of adding more guard and counter to mnk. To me it adds more to the martial arts master role that mnk is and should be, just like I'm all for adding more counter procs on sam's seigan/third eye, it just makes it feel more authentic with the fantasy of it all. As far as your chakra Idea, I love FFIX and Amarant was almost always in my pt for that reason, chakra ftw and I personally love the idea of makin it aoe, but perhaps we could find a more balancing way to do it, idk just speaking my mind on the thoughts.
    didnt make it past the nin part before i said WAT?! ok you must be miss using your monk or not geared correctly , with 26%+ haste hear and merits you should be swinging damn near constantly on any attack round over 3 hits, add a brd or rdm for haste and its over. ive had perma 100fist monk since 75 what are you talking about?
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  3. #3
    Player StingRay104's Avatar
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    Mar 2011
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    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Gokku View Post
    didnt make it past the nin part before i said WAT?! ok you must be miss using your monk or not geared correctly , with 26%+ haste hear and merits you should be swinging damn near constantly on any attack round over 3 hits, add a brd or rdm for haste and its over. ive had perma 100fist monk since 75 what are you talking about?
    Well to answer your question aside from not having Black Belt I was very well geared at 75, but this is irrelevent because a few mnks in my shell had BB before level cap raise and watching them in action I know your full of crap with your statement, near full time Hundred fists at 75 with only full haste and merits, which btw no mnk merits increase speed, ya thats a bs claim right there. Now the part about the brd would bring you closer if you had brd and whm to cap haste on you, or faith's, which I know are near hundred fists with just 2hr brd songs and whm haste. As for my original comment and your claim you see Nin's nowadays are near hundred fists speed without all those super buffs, hell they are amazing to watch with just whm haste imagine throwin brd in on that. Mnk should be as you claim, hell if things go as they are a pup with fully upgraded Kenkonken will be faster than mnks, and thats just wrong, mnk should have the fastest attack speed period.
    (0)

  4. #4
    Player Shoko's Avatar
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    Mar 2011
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    90
    Character
    Shokox
    World
    Carbuncle
    Main Class
    BLU Lv 99
    Some of that stuff would make MNK more broken than what it is at the moment. I like the wraps idea, simply because we should be allowed some sort of sub weapon option.
    (0)

  5. #5
    Player Greatguardian's Avatar
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    Mar 2011
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    Do you even know how Hundred Fists works?

    Hundred Fists just sets your Delay Reduction total to cap, or -80%. This means you have 20% of your effective starting delay. It's not that NIN gets "more Haste", they simply have a lower delay to start with. To add to this, Dual Wield's delay reduction is counted against their total Delay Reduction.

    All things considered, MNK is able to take advantage of significantly more Haste than NIN because of this. After receiving Haste Spell and Marches, with capped Gear Haste, a NIN is at -80% Delay Reduction. A MNK is not, and is able to receive even more Haste from Haste Samba.

    Either way, with both jobs at -80% Delay, a MNK is going to attack faster. It just takes more Haste for MNK to reach the -80% Delay, and that is a good thing.

    A = KTNx2 Delay (Kannani+Kamome) = 390
    B = H2H Delay = 480

    A < B, Nin in this pre-Job Trait bubble attacks faster

    A' = KTNx2 Dual Wield Adjustment = 253.5
    B' = H2H Martial Art/Weapon Adjustment (Verethragna) = 331

    A < B, NIN with no gear or buffs attacks faster

    A" = KTN, 25% Gear Haste and 10 DW Gear = 160.875
    B" = H2H, 25% Gear Haste = 248.25

    A < B, NIN attacks faster

    A"' = KTN, 43.5% MHaste, 25% GHaste, +0 DW = 79.85, Capped Delay Reduction. It will not go lower.
    B"' = H2H, 43.5% MHaste, 25%GHaste = 104.265

    A < B, NIN attacks faster

    A"" = KTN, 43.5% MHaste, 25% GHaste, +0DW, 10% JAHaste = 79.85, Still Capped. Won't budge. NIN cannot benefit from a DNC when they have Marches. Huge amount of wasted offensive potential here.
    B"" = H2H, 43.5% MHaste, 25% GHaste, 10% JAHaste = 71.165, 78.5% Delay Reduction. Nearly 2hr speed.

    B < A, MNK attacks faster.

    Don't be jealous of NIN. Their DW trait makes their Delay reduction start strong, but caps them too quickly. Once a BRD and DNC are both in the picture, not only will MNK attack faster, but it will absolutely destroy NIN's Damage.
    (2)

    I will have my revenge!

  6. #6
    Player Ohji_Lunartail's Avatar
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    Apr 2011
    Location
    The shadow of the moonlight
    Posts
    35
    Character
    Moonlightespada
    World
    Bismarck
    Main Class
    MNK Lv 99
    Was thinking of this while taking a shower (keep thots to yaselves pervs))
    About a Balanced Spirit Job trait that reduced the def lowered by counterstance. Idk about ya but taking 1,300 dmg from an attack that should do 400dmg is gettin annoying lol
    (0)


    Ohji Lunartail, the Moonlightespada- Bismark

  7. #7
    Player Paksenarrion's Avatar
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    Apr 2011
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    San d'Oria
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    182
    When they first announced Footwork, I figured it was a way for MNKs to have the same damage capabilities as a two-hander, since at the time, we (Or at least, I.) sucked at hitting endgame mobs compared to the WARs and DRKs and SAMs. I'd still like to see Footwork act like that. I wouldn't leave it as a full stance if that ability was given, though. Would be just too powerful. I also wouldn't allow it to be active during Hundred Fists (I don't think it is anyways?).

    But I may also be crazy and have no knowledge of my own main job. XD That's not sarcasm. I *really* suck at gaming.

    But I totally agree on increasing the skill gain rate of Guarding.
    (0)

  8. #8
    Player Strato_Bear's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    4
    Character
    Strato
    World
    Sylph
    Main Class
    MNK Lv 90
    Monk is already fine, What we need is a "guard" stance, thats all. Guard can block TP moves from enemys, i've guarded a TP move before ( Pyshical ) a guard stance would be nice...
    (0)

  9. #9
    Player Enaula's Avatar
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    Mar 2011
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    San D'Oria
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    31
    Character
    Enolla
    World
    Asura
    Main Class
    MNK Lv 99
    Yeah need a "guard" ja, but i don't want a ja for defense boost. I play mnk since i started game in 2005 and it was for DD not for tanking. Atm i don't like game because i need to tank in abyssea, i hope @ 99, pld and nin ll be tank at 100%
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  10. #10
    Player AyinDygra's Avatar
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    Mar 2011
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    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    I've had more time to consider the ideas I presented in the original post, so here are a few revisions.

    My initial thought on Guard Stance is that I don't like tanking on monk, but there are those who do. While I personally wouldn't get much use out of it in groups, when I play solo, like in Campaign, or other general activities, I'd get great use out of this. So, adding this is a win/win for Monks. It's not enough to force us into a tanking role outside of Abyssea, but it's still nice to have when we are the focus of attacks.

    Job Ability: Iron Shirt (Guard Stance)
    (Possibly better as an addition to "Footwork", rather than a new stance)
    Level 50
    Duration: 5min
    Recast: 1min
    This is a stance that switches Monk's focus from attacks to defense. While it may reduce a Monk's damage capabilities somewhat, it may make up for it with several additional effects including reduced enmity loss and higher enmity gains, so it does not have to rely on damage to keep the enemy's attention.
    Brainstorming Potential pros and cons (any/all/mix)
    * Unable to cast spells at all. (may be unnecessary; depends on how many additional bonuses are added)
    * Reduce attack speed. (not necessary if this is part of Footwork)
    * Reduce evasion. (allows for more counterattacks, so both a pro and con)
    * Reduce enmity loss from taking damage. (Pro for tanks, Con for DD)
    * Increase enmity gain (especially from "boost") (Pro for tanks, Con for DD)

    * Guard rate increased. (a maximum guard rate of 5% is far too low)
    * Reduce Damage Taken (by 20%? ... more? less?)
    * Chance to stun enemy when their attack is guarded. (very important addition, in my opinion)
    * Chance to counterattack enemy when their attack is guarded. (perhaps added as an "augment: trait" on Monk gear)
    * During Iron Shirt, the "Boost" ability changes effect to "Raise Defense" until the Monk takes unguarded damage.
    When Iron Shirt is activated or wears off, Boost's effect wears off.
    * Reduce Chakra's recast when used during Iron Shirt.
    Reasoning: A Guard Stance is something the monk job could make good use of. The exact implementation of it is a matter of sorting through a great variety in options. As I noted above, this could simply be a feature added in to Footwork, since the stance of a kicker is generally protective of the upper body. This would make Footwork quite useful, even if its damage falls behind normal fist combat (which is almost certain to happen, even with our Tantra +2 set bonus)

    The other main thought behind a Guard Stance is to make it easier to activate guard to actually gain skill in guard to make it useful. As stated earlier, guard activates so infrequently, even at max skill, that it seems useless to even try. The point I added to try to make Guard more useful in this stance was the potential to stun the enemy after you guard their hit. In addition to that, a chance to counterattack a guarded hit plays to our current gear options to increase counterattack damage, without increasing our damage mitigation by raising our "counterattack" rate that negates damage (we'd still have to take the guarded hit to activate this additional counterattack.)

    ---

    Job Ability: Viper Stance
    Level 60
    Duration: 5min
    Recast: 1min
    This is an attack stance focused on using pressure points to cripple the enemy.
    * Recast penalty on all spells.
    * Decrease Evasion
    * Greatly Decrease Damage of normal hits.
    * Increase Attack Speed
    * Critical Hit Damage increases. (to normal hit damage)
    * Critical Hit Chance increases.
    * Critical Hits inflict TP damage and have a chance to inflict one crippling status ailment on the target from this list: choke, paralysis, blind, silence, attack down, defense down, slow.
    * Kick Attacks are disabled for the duration.
    * Cannot use "Footwork"
    * Increase the rate of "additional effects" triggering on armor and weapons.
    (Perhaps Kick Attack rate could be used for the additional effect activation rate)
    * When enemies counter/block/parry the Monk's attacks, have a chance of inflicting the random bad statuses on them anyway.

    Reasoning: The Viper Stance can be a potent tool for crippling an enemy that is normally very powerful. I see the main uses against Monk enemies, like Gnoles and Orcs in Campaign, and any Monk enemies in Dynamis when they use Hundredfists. If they're paralyzed, blinded, attack down'd, etc, they'll be easier to handle. Monks using Viper Stance could inflict many status effects quickly, depending on how high their critical hit rate gets, and at the same time, reduce the ability of enemies to unleash their TP moves by directly inflicting TP damage with Crit Hits. This is a natural progression of Monks reducing how much TP they feed to enemies with their attacks. The TP damage may be the most important feature of this stance, since it allows Monks to directly melee HNMs that they'd normally be forced to stay away from to stop feeding TP.

    This stance also sacrifices our melee damage for speed and effects. The Critical Hit Rate increase will, at best, only bring damage up to what our current attacks already hit for, damage-wise (It is NOT a request for "Razed Ruins" outside of Abyssea). The point of it is to use the Critical Hit Rate as the factor that determines whether or not the crippling effects are inflicted. This all balances out, since we're attacking so much faster. (Balancing will be important here. Once the test server opens, I'd like to see this tested there.) (also, the Metasoma Katars are a very limited toy and do not fulfill this JA's main purposes - TP damage being a huge feature)

    ---

    Footwork adjustments
    * Increase damage against enemies with high defense. (no effect on low defense enemies)
    * Allow more than 2 kicks per round.
    * Allow Counter-kicks based on kick attack rate, Double/Triple attack rates, and multi-hit weapon properties. (for example: take it into consideration when activating an extra counter-kick when a counterattack lands. This becomes a "double attack" for Counterattack, only with a kick)
    (see above thoughts about "Iron Shirt" being a feature of Footwork)
    (0)

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